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Found 221 results

  1. Hello my friends! I am working on a simple game for kids that consists on a screen with objects that will produce sounds when they click or tap it. OK, I already made all needed adjustments to make it work well either on desktop computer browser as well on Android mobiles. For testing it on Android I used the debug mode of Chrome keeping an Android mobile hooked to the computer through an USB cable, then I could run it directly from my localhost (PC with Windows 7) that is very convenient: just change the code, save it and refresh the page. To make it happen I had to activate the 'developer mode' on my Android mobiles. Now it's time to tweak it to make it work on iOS platform also. I have two iOS gadgets (an iPhone 4 and an iPad 2) but I do NOT have a Mac. Now, how could I hook the iOS mobiles to my PC in a similar way I did to Androids in order to make my tests? I am afraid that there is NOT a way of doing this and that I will have to test my code with the exhaustive task of upload files to a live host and then load it back to the iPhone/iPad through Internet — that is very boring and time consuming. Please any input will be very welcome!
  2. Hi, guys! I develop HTML5 games and Mobile games, in game engine Construct 2. You can buy my games here: If you purchase any of my items – you will have full support! You can write to me at and i will answer you as soon as possible You Can Export Construct Games to IOS and Android use next services: - - Intel XDK -
  3. Pause render in pixijs

    The webivew which use pixijs will crash on iOS when the app goes background, something like: _gpus_ReturnNotPermittedKillClient. So, we have to pause the webgl render. There is lockRender in Phaser. Is there a similar method in Pixijs to pause renderer? Thank you. updateRender: function (elapsedTime) { if (this.lockRender) { return; } // ... }
  4. Hi there: I have a BJS development in production that works great in all platform but iOS-Cordova app. In this last configuration the sound doesn't work at all, dumping the following error message: Any clues on this? Thanks for your time.
  5. I'm trying to get video textures to work on mobile devices and I seem to be running into an issue where the video won't autoplay because it doesn't meet the requirements that Apple has laid out here: This can be seen in this playground: Is there a way to pass custom attributes to the video element that is contained within the video texture? My hypothesis is the absence of the playsinline data attribute on the video element is preventing this from working correctly. @Deltakosh any insight here?
  6. Mr. Balling

    Hi Everyone, I just released a game made with Phaser 2 called Mr. Balling. Used cordova to deploy it to Android and iOS. It is a simple arcade game that is supposed to be a throwback/retro arcade game. You bounce around on the screen and when you hit a ball you orbit it, once you tap on the screen you fly off. The objective is to stay alive in the middle of the screen bouncing from ball to ball, while avoiding red balls and the left and right sides of the screen. Feel free to leave feedback or thoughts about the game, I'm new to game development, but hope to keep doing it. Apple iOS App Store: Android Google Play Store: More info on the game. I came up with this idea about 10 years ago and had actually made working copies in python a few times, using pygame and kivy, but once I got into phaser I fell in love, it was super easy to get stuff working right away. As mentioned I packaged it up with cordova. I'm a Mechanical Engineer, not a software engineer, so sites like this were instrumental in figuring out how to get phaser to do what I wanted it to do. I used Piskelapp to do all of the assets. I used beepbox to make the music. It was fun having do figure out everything that goes into releasing something like this. Obviously as you can see it is a pretty simple premise for a game. However, I plan to make a sequel extending the game mechanic more. Also tried to make a pseudo dev-log, still under construction, but you can find more info at Screenshots of the game, title screen and several screenshots during the game as well as gameover screen. I did high score tracking using firebase.
  7. PBR on iOS

    Hi there: I'm trying to have done a cross-platform development these days. After some problems here and there I have my development running OK on: desktop - windows - web - ff desktop - windows - web - chrome desktop - macosx - web - safari mobile - android - web - chrome mobile - android - hybrid app (cordova) mobile - iOS - web - safari Sadly it doesn't work as presumed on the last platform I'm targeting, of course: mobile - iOS - hybrid app (cordova). Under this last scenario a have several "hard" issues: my PBR materials are completely invisible; and some of my Standard materials (textures on planes) are shown all black. The other Standard material I am using (particle textures) are shown OK. Any help or advice with this? Thanks for your time.
  8. Chrome iOS

    Yo Microsoft dudes Quick question - has anyone experienced scene window resizing issues with Chrome on iOS? I've been getting reports that when resizing our scene in Chrome iOS that the scene becomes warped, such that it's either too wide, too high, or a scale factor of the two. I was unable to replicate on my iPhone X but I could replicate on my iPad pro 10" - the scene loads fine to begin with but as soon as the device is rotated it goes to hell. It's been a right royal pain in the a-hole to debug Chrome on iOS but I did finally get somewhere using Vorlon, such that I can see when rotating the device that in Chrome the canvas width and height values are not the same as with Safari iOS. To some extent - a small extent - this is to be expected given different window chrome, however the difference is substantial e.g. on iOS Safari, where the scene is not warped/stretched, the size of the canvas when in landscape orientation is 2224x1418, however in chrome it's 1668 x 1994, this is despite the actual sizes reported in the layout as being 1112x709 Safari and 1112 x 719 Chrome iOS. What the smeg is going on? Any idea anyone (paging @Wingnut who may have seen this before in the millions of tests he's ran). Cheers! p.s. iOS version 11.2.6, Chrome iOS version 64.0.3282.112
  9. Hello everyone, I want to present you my game, "Fun Basketball". Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  10. WebGL resize stage blinking on iOS

    Hello, On my iOS devices (iPhone 4S, iPad Mini) when I resize the WebGL renderer, the elements of my stage are briefly scaled with the new size of the stage before being re-render with their original size. I just want to resize the drawing zone without changing the size of the children. The behaviour only occur on iOS with the WebGL renderer. I've made a jsFiddle to show the problem : . To reproduce, just click several times on the resize button from an iOS device and you will see the red square changing size. Thanks in advance, Louis
  11. Hello everyone, I want to present you my game, "Fun Football". Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  12. Hello, I’m Kyriakos Farris from OdiusFly Studio , an indie game development studio focused on html5 and mobile games. I’ve been making games since 2007. Please don't hesitate to visit my portfolio: Thank you!
  13. <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>BabylonJS Viewer - Basic usage</title> <style> babylon { max-width: 800px; max-height: 500px; width: 100%; height: 600px; } </style> </head> <body> <babylon model=""></babylon> <script src=""></script> </body> </html> This is an official sample I downloaded from I'm able to orbit on my android device (Chrome), but on iOS device, the viewport just get stuck. Any solution?
  14. basic demo "Video" for HLS source

    Hi, I am trying to draw HLS video stream over PIXI video texture on iOS safari browser (iOS 11.2) referring but not succeeded. (Sorry for poor English as I am Japanese) When I set mp4 video as source, the demo code worked over iPhone + mobile safari (OS: 11.2). But when I set url of HLS (m3u8) and tapped play button, video did not drawn. I tried some change but not succeeded to play HLS stream over PIXI video texture. Below is my code, modified part of . ... function onPlayVideo() { // Don't need the button anymore button.destroy(); /// modify start // mp4 // (1) mp4 OK : video/audio played ( is my own server) // var texture = PIXI.Texture.fromVideo(''); // (2) mp4 OK : video/audio played // var texture = PIXI.Texture.fromVideoUrl(''); // HLS // (3) Not work : when play button pressed, loading m3u8 not started. // #http://184.72 ... is effective m3u8 stream // var texture = PIXI.Texture.fromVideo(''); // (4) Not work : when play button pressed, loading m3u8 not started. // var texture = PIXI.Texture.fromVideoUrl(''); // (5) Not work : when play button pressed, loading m3u8 started and audio play started. but video is not drawn on canvas. let baseVideoTexture = PIXI.VideoBaseTexture.fromUrl({ src: '', mime: 'application/' }); var texture = PIXI.Texture.from(baseVideoTexture); /// modify end // create a new Sprite using the video texture (yes it's that easy) var videoSprite = new PIXI.Sprite(texture); ... Please help/guide me regarding right way/manner to play HLS stream over video texture of PIXI. (i.e. how to fix above code) entire HTML which I modified is attached (pixi_video_hls.html) If more information needed for answer, let me know. Thank you in advance. pixi_video_hls.html
  15. Mobile screen touch controls

    Hello, I would like to know if it is possible to have screen touch controls on mobile instead of the buttons? In my game i tried having buttons to jump and it functioned correctly... however I am looking for a way to make my character jump wherever we actually touch the screen and not just one specific button. is that possible? Also is it possible to have movement controls such as the attached in Phaser? is this a good example: Thank you!
  16. Hi guys! I'm developing a game with Phaser 2.6.2 and it properly works on PC desktop (every browser) and on Mac (every browser). On a 2009 Mac laptop with Safari it struggle. On iPhone SE with Safari it give an (for me) inexplicable blank page. I've connected the iPhone to the Mac and launched the web inspector... but it give me nothing, nor the message "Phaser v2.6.2 | Pixi.js v2.2.9 | WebGL | WebAudio |". I've tought that maybe a let game: Phaser.Game = new Phaser.Game(1280, 720, Phaser.AUTO, 'content', { preload: this.preload, create: this.create, update: this.update, render: this.updateRender }); was to big, so I've tried let game: Phaser.Game = new Phaser.Game(800, 600, Phaser.AUTO, 'content', { preload: this.preload, create: this.create, update: this.update, render: this.updateRender }); but I've always the blank page. Any suggestion on what can go wrong with Phaser & iPhone?
  17. Hi everyone, I have an issue with texture compression on iOS device : here is the problem : on my PC : on my iPad : the material : { "customType" : "BABYLON.PBRMaterial", "directIntensity" : 1, "emissiveIntensity" : 1, "environmentIntensity" : 0.9, "specularIntensity" : 1, "cameraExposure" : 1, "cameraContrast" : 2, "microSurface" : 0.5, "overloadedShadowIntensity" : 1, "overloadedShadeIntensity" : 1, "overloadedAmbientIntensity" : 0, "overloadedAlbedoIntensity" : 0, "overloadedReflectivityIntensity" : 0, "overloadedEmissiveIntensity" : 0, "overloadedAmbient" : [ 0, 0, 0 ], "overloadedAlbedo" : [ 0, 0, 0 ], "overloadedReflectivity" : [ 0, 0, 0 ], "overloadedEmissive" : [ 0, 0, 0 ], "overloadedReflection" : [ 0, 0, 0 ], "overloadedMicroSurface" : 0, "overloadedMicroSurfaceIntensity" : 0, "overloadedReflectionIntensity" : 0, "albedoTexture" : null, "ambientTexture" : null, "opacityTexture" : null, "reflectionTexture" : null, "emissiveTexture" : null, "reflectivityTexture" : null, "bumpTexture" : null, "lightmapTexture" : { "name" : "CleanedUp_BedroomLightmap-3_comp_light.png", "level" : 1, "hasAlpha" : false, "getAlphaFromRGB" : false, "coordinatesMode" : 0, "isCube" : false, "uOffset" : 0, "vOffset" : 0, "uScale" : 1.002394, "vScale" : 1.002394, "uAng" : 0, "vAng" : 0, "wAng" : 0, "wrapU" : 1, "wrapV" : 1, "coordinatesIndex" : 1, "isRenderTarget" : false, "renderTargetSize" : 0, "mirrorPlane" : null, "renderList" : null, "animations" : null, "extensions" : null }, "useLightmapAsShadowmap" : true, "refractionTexture" : null, "ambient" : [ 1, 1, 1 ], "albedo" : [ 1, 1, 1, 1 ], "reflectivity" : [ 0, 0, 0 ], "reflection" : [ 0, 0, 0 ], "emissive" : [ 0, 0, 0, 1 ], "roughness" : 1, "useRoughnessFromMetallicTextureAlpha" : false, "useRoughnessFromMetallicTextureGreen" : false, "useAlphaFromAlbedoTexture" : false, "useEmissiveAsIllumination" : true, "useMicroSurfaceFromReflectivityMapAlpha" : false, "useSpecularOverAlpha" : true, "useRadianceOverAlpha" : true, "indexOfRefraction" : 0, "invertRefractionY" : false, "emissiveFresnelParameters" : null, "opacityFresnelParameters" : null, "disableLighting" : false, "name" : "MUR", "id" : "39e75ac7-f7b5-4d06-98a0-50fb26b52378", "backFaceCulling" : true, "wireframe" : false, "alpha" : 1, "alphaMode" : 2 } the lightmap texture : I tried to compress with pvr format, to merge lightmaps with a white layer and use it as png, or jpg, and in albedo channel but nothing worked, any advices?
  18. I'm currently working on a game with more than 32x32=1024 sprites on the screen at the same time with animation and everything runs 60fps. (iPhone 6 and iPad 4th Gen) But when I introduce 2 bitmaptext objects for score and level, fps drops to 15fps. Even showing fps in render function using game.debug.text has impact on performance and I have to draw a horizontal progress bar for fps instead of text. Is there a way to improve the performance with bitmapTexts?
  19. Phaser/Cordova/Webpack(ES6)

    I created a quickstart application that I hope would be useful to some of you. It is a Phaser 2.8.8 quick start application that incorporates Webpack (ES6), and Cordova. It supports iOS and Android out of the box, along with all default Phaser supported web browsers. The code is on Github and is licensed under Apache V2. Enjoy!
  20. Video playback on ios devices.

    The video plays for few seconds and freezes with the audio on ios devices. Is there any workaround for this? If someone can help me with this it will be appreciated.
  21. Hi everybody, To thank the users of this forum who helped me a lot, i put my template available to help new beginners or someone else. This template offers : correct scaling without stretching effect portrait mode (for landscape mode you must invert width and height) works with cocoon in webview+ and canvas+ mode (deviceready implemented) upload the file in and run it. NOTICE for canvas+, avoid this syntax, that don't work in canvas+, in webview and webview+ no problem let variable; const anothervariable; var myFunc=()=>{} and prefer this: var variable; var myFunc = function(){}; simple example with prototype and inheritance use the states (i personnaly put all the states in a single file but you can quite put them in separate files, it's necessary to inform them in index.html eg: <script src="src/otherfile.js"></script> This template is based on : and how to adjust the scale is based on: Now my template for the beginners , index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>example_test_scale</title> <link rel="shortcut icon" href="favicon.png" type="image/x-icon" /> <style> body { margin: auto; display: table; position: absolute; border:0px; top: 0px; left: 0px; padding: 0; margin: 0; background: #ffff00 } </style> <!--necessary for cocoon.js--> <script src="cordova.js"></script> <script src="src/phaser.js"></script> <script src="src/main.js"></script> </head> <body> </body> <script> document.addEventListener("deviceready", function() { setTimeout(function() { navigator.splashscreen.hide(); }, 5000, false); }); (function() { //start with a game with these resolution : 1280-1920 // personnaly i find it offers the best graphics for all devices but may slow some devices. // after put a safe zone //1280+200 > 1480 //1920 +350 > 2270 (350 is 200*1.5 > ratio from 1920/1280) var safe_zone_width=1480; var safe_zone_height=2270; var w = window.innerWidth ;//* pixelRatio, var h = window.innerHeight ;//* pixelRatio; var lw, lh; if ( h > w ) { lw = h; lh = w; } else { lw = w; lh = h; } var aspect_ratio_device = lw/lh; var aspect_ratio_safe_zone = safe_zone_height / safe_zone_width; var extra_height = 0, extra_width = 0; if (aspect_ratio_safe_zone < aspect_ratio_device) { // have to add game pixels horizontally in order to fill the device screen extra_height = aspect_ratio_device * safe_zone_width - safe_zone_height; } else { // have to add game pixels vertically extra_width = safe_zone_height / aspect_ratio_device - safe_zone_width; } game = new Phaser.Game( safe_zone_width + extra_width, safe_zone_height + extra_height, Phaser.CANVAS, 'game'); game.state.add('boot', boot); game.state.add('preloader', preloader); game.state.add('the_game', the_game); game.state.add('next_screen', next_screen); game.state.start('boot'); })(); </script> </html> my main.js //initialize variables here var test="1...2...3"; var text="hello from sprite"; //example of prototype => a simple sprite _sprite = function(game,posx,posy,picture){ this.picture=picture, this.posx=posx; this.posy=posy; //call the class sprite from Phaser,game,this.posx,this.posy,this.picture); this.anchor.setTo(0.5,0.5); game.add.existing(this); }; _sprite.prototype=Object.create(Phaser.Sprite.prototype); // say hello from sprite _sprite.prototype.say_hello=function(){ alert(text); }; //use another prototype but with the previous parameter from _sprite, it's inheritance _super_sprite=function(game,posx,posy,picture,super_power){ //call the first prototype,game,posx,posy,picture); this.super_power=super_power; this.scale.setTo(2,2); }; _super_sprite.prototype=Object.create(_sprite.prototype); // add a new characteritic to this prototype _super_sprite.prototype.show_super_power=function(){ alert(this.super_power); }; var boot = { preload: function() { }, create: function() { //to scale the game = Phaser.ScaleManager.SHOW_ALL; = true; = true; //red color to see the background of the game itself // you must change the background in the index.html to have the same color in the background game // > change the yellow in red it's only to see how the game is scalling = '#ff4000';;'preloader'); }, }; var preloader = { preload: function() { this.load.image('green_circle', 'img/green_circle.png'); this.load.image('white_circle', 'img/white_circle.png'); }, create: function() {'the_game'); //do not use arrow function like this var some_function=()=>{alert(test)} //it works on webview+ mode but not on canvas mode var some_function=function(){ alert(test); }; some_function(); } }; var the_game = { create: function(){ //to center an object in your game use this: this.green_circle = this.add.sprite(,,'green_circle'); this.green_circle.anchor.setTo(0.5,0.5);;,function(){'next_screen');},this); //use prototype => sprite with white_circle this.white_circle=new _sprite(game,,1800,'white_circle');,function(){this.white_circle.say_hello();},this); //use another prototype with inheritance this.super_white_circle=new _super_sprite(game,,1500,'white_circle','i am superman');,function(){this.super_white_circle.show_super_power();},this);,function(){this.super_white_circle.say_hello();},this); }, }; //for the next screen => next state, the green_circle move to top and alpha is minder var next_screen = { create: function(){ console.log("next"); this.green_circle = this.add.sprite(,300,'green_circle'); this.green_circle.anchor.setTo(0.5,0.5); this.green_circle.alpha=0.5;; }, }; And finally you could download all the template below( To launch the app, go to template/www/index.html or upload the file in and run it. Enjoy ! ps liste of tools i use : image editor => vector image => font to image => convert music to ogg => reduce png => particle editor => text editor the best => plugin with nvim : Plug 'scrooloose/nerdtree' Plug 'morhetz/gruvbox' Plug 'Shougo/deoplete.nvim', { 'do': ':UpdateRemotePlugins' } Plug 'Raimondi/delimitMate' Plug 'rhysd/github-complete.vim' Plug 'easymotion/vim-easymotion' Plug 'terryma/vim-multiple-cursors' Plug 'vim-syntastic/syntastic' Plug 'kien/ctrlp.vim' Plug 'majutsushi/tagbar' Plug 'pangloss/vim-javascript' Plug 'vim-scripts/indenthtml.vim' Plug 'walm/jshint.vim' syntax style correct => colorscheme => os : awesome wm on linux with zsh an interesting link to review the basis from javascript in 5 minutes >
  22. I'm developing a simple game application using BabylonJS engine where I want to move the body parts of a human 3D avatar by using UI controllers. The application runs smoothly on the computer. Then I created an IOS application using phonegap and tried to run it on an Ipad. But it is really slow when it run on the mobile environment. Is there any mechanism to optimize the game to support the mobile environment other than reducing the quality of the 3D model.
  23. Hi, I try to use Multitexture, but I get this log in IOS (Iphone 6) [Warning] setTexturePriority: Image "sAdivinhaAi" was given textureIndex=0 because there is no available texture space (0). (phaser-no-physics.min.js, line 3); [Warning] setTexturePriority: Image "sKeyboard" was given textureIndex=0 because there is no available texture space (-2048). (phaser-no-physics.min.js, line 3); And some textures get framed, taken from another BitmapFont Thansk, preload() { game.load.atlasJSONHash('sAdivinhaAi','sAdivinhaAi.png', 'sAdivinhaAi.json'); game.load.atlasJSONHash('sKeyboard', 'keyboard.png', 'keyboard.json'); // Fontss game.load.bitmapFont('Open', 'fonts/Open.png', 'fonts/Open.fnt'); } create() { var enabled = game.renderer.setTexturePriority(['sAdivinhaAi', 'sKeyboard']); if (enabled) {'Open').base.textureIndex = enabled.length + 1; } }
  24. Fluffy Bounce - A unicorn tale

    Hi, your job in fluffy bounce is to save all sweets from falling down. To do so, just move the unicorn to the corresponding point, so that tha sweet can bounce back up. The game was made with HTML5 and compiled to android and ios using Ludei's CocoonIO. Download The game is available for iOS and Android so far. Download it for free below. iTunes: Google Play: HTML5: Promo Video
  25. Sweet Candy Slide

    Hi! Yesterday my new game Sweet Candy Slide was released. It's made with HTML5 and compiled to Android and iOS using Ludei's CocoonIO. Your job is to collect the sweets coming down from the slide into the accurate basket. You can change the basket by tapping the screen. Any feedback is appreciated! Download Please find the download links below. It's free iTunes: Google Play: